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− | {{Biotech}} | + | {{Biotech}}{{Stub|reason= Analysis for fighting}} |
{{infobox main|none| | {{infobox main|none| | ||
| name = Apocriton | | name = Apocriton | ||
| image = ApocritonAncient east.png | | image = ApocritonAncient east.png | ||
− | | description = A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius | + | | description = A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius.<br>While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict. |
| type = Mechanoid | | type = Mechanoid | ||
| movespeed = 3.2 | | movespeed = 3.2 | ||
| flammability = 0 | | flammability = 0 | ||
| marketvalue = 1600 | | marketvalue = 1600 | ||
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| armorblunt = 40 | | armorblunt = 40 | ||
| armorsharp = 75 | | armorsharp = 75 | ||
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| weaponTags = MechanoidGunToxicNeedle | | weaponTags = MechanoidGunToxicNeedle | ||
}} | }} | ||
− | An '''apocriton''' (pronounced ''apoc-crit-on'')<ref>[https://youtu.be/SaqYff8kEs8 | + | An '''apocriton''' (pronounced ''apoc-crit-on'')<ref>Tynan Sylvester Interview, Hot Potato 2022 [https://youtu.be/SaqYff8kEs8] </ref> is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. |
== Occurrence == | == Occurrence == | ||
− | + | You can summon a hostile Apocriton with a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Therefore, summoning one requires the [[Research#High Mechtech|High Mechtech]] research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one. | |
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'''Summoning:''' | '''Summoning:''' | ||
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# 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]] | # 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]] | ||
− | Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave | + | Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3. The wave count is per playthrough, not per colony or map. If the apocriton is summoned for the first time on one map, summoning another on a second map will bring the second wave. However, resetting your colony through the [[Endings#The Archonexus|archonexus]] chain of quests will reset the wave count. |
== Summary == | == Summary == | ||
{{Mechanoid Summary}} It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time. | {{Mechanoid Summary}} It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time. | ||
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The aprocriton is immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. In addition, the [[skip]] and both [[psycasts#Chaos skip|chaos skip]] [[psycast]]s{{RoyaltyIcon}} do not function against the apocriton due to "Psychic Resistance". However, berserk, berserk pulse, and any other psycast will work as normal. Like most other mechanoids, the apocriton has 50% [[Psychic Sensitivity]]. | The aprocriton is immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. In addition, the [[skip]] and both [[psycasts#Chaos skip|chaos skip]] [[psycast]]s{{RoyaltyIcon}} do not function against the apocriton due to "Psychic Resistance". However, berserk, berserk pulse, and any other psycast will work as normal. Like most other mechanoids, the apocriton has 50% [[Psychic Sensitivity]]. | ||
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The apocriton carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It has the ability to resurrect fallen mechanoids, induce negative moods in humans on the map, and jump long distances. | The apocriton carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It has the ability to resurrect fallen mechanoids, induce negative moods in humans on the map, and jump long distances. | ||
− | + | Apocritons will spawn with a heavy shield unit, which has a strength of 400 HP, though recharges x10 slower than a normal [[shield belt]]. | |
===Resurrection=== | ===Resurrection=== | ||
− | Apocritons can resurrect any hostile mechanoid within a 9.9 tile radius, that has been dead for less than {{ticks|3600}}, even if it was resurrected before. This ability will affect a targeted mechanoid, along with other mechs in a 5-tile radius. When resurrected, the mechanoid will come back to life | + | Apocritons can resurrect any hostile mechanoid within a 9.9 tile radius, that has been dead for less than {{ticks|3600}}, even if it was resurrected before. This ability will affect a targeted mechanoid, along with other mechs in a 5-tile radius. When resurrected, the mechanoid will come back to life. Some, but not all of the mech's injuries will be repaired.{{Check Tag|Detail}} |
An apocriton starts with 30 "charges" to use this ability when spawned. Resurrecting a Light class mech costs 1 charge, resurrecting a Medium class mech costs 3 charge, and resurrecting a Heavy class mech costs 5 charge. Ultra-heavy class mechs and other apocritons cannot be resurrected. | An apocriton starts with 30 "charges" to use this ability when spawned. Resurrecting a Light class mech costs 1 charge, resurrecting a Medium class mech costs 3 charge, and resurrecting a Heavy class mech costs 5 charge. Ultra-heavy class mechs and other apocritons cannot be resurrected. | ||
− | There is a short {{ticks|240}} warmup before the mech arises. There is a {{ticks| | + | There is a short {{ticks|240}} warmup before the mech arises. There is a {{ticks|480}} cooldown after each resurrection before the ability can be used again. This ability does not require [[line of sight]], meaning it can resurrect mechs behind walls. |
===Jump=== | ===Jump=== | ||
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Apocritons inflict a negative thought on all pawns on the whole map, regardless of faction. The strength of this effect depends on distance and psychic sensitivity. | Apocritons inflict a negative thought on all pawns on the whole map, regardless of faction. The strength of this effect depends on distance and psychic sensitivity. | ||
− | If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and further than 12 tiles, the pawn receives a {{--|4}} mood debuff. This is then scaled by [[Psychic Sensitivity]], much like the [[psychic drone]] event | + | If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and further than 12 tiles, the pawn receives a {{--|4}} mood debuff. This is then scaled by [[Psychic Sensitivity]], much like the [[psychic drone]] event. |
===Defeat=== | ===Defeat=== | ||
− | When an apocriton is defeated, it will emit a stun pulse on death. This stuns all mechanoids | + | When an apocriton is defeated, it will emit a stun pulse on death. This stuns all mechanoids for {{ticks|1200}}, regardless of EMP resistance. Unlike regular EMP attacks, this will not impact pawns with Royalty's [[circadian assistant|brain]] [[circadian half-cycler|implants]] or [[nuclear stomach|stomach]] [[reprocessor stomach|implants]].{{RoyaltyIcon}} |
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This chip can be studied in order to research [[Research#Ultra mechtech|Ultra Mechtech]] and [[Research#Wastepack atomizer|Wastepack Atomizer]], and can be used in a variety of crafting recipes. | Defeating a hostile apocriton will drop a [[nano structuring chip]]. This chip can be studied in order to research [[Research#Ultra mechtech|Ultra Mechtech]] and [[Research#Wastepack atomizer|Wastepack Atomizer]], and can be used in a variety of crafting recipes. | ||
== Analysis == | == Analysis == | ||
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Apocritons are the most durable mechanoid in the game. They have armor second only to the [[tunneler]] and share the highest health scale with the [[war queen]], but they couple this with a [[body size]] of 1, making them up to 50% less likely to be hit by ranged attacks than those mechs. In addition, all summoned apocritons come with a [[heavy shield unit]]. Unlike the war queen, the apocriton prefers long range combat, and will jump out of melee range. With a range of 44.9 tiles, the apocriton's toxic needle gun outranges all weapons except the [[needle gun]], the [[sniper rifle]], and the [[uranium slug turret]]. | Apocritons are the most durable mechanoid in the game. They have armor second only to the [[tunneler]] and share the highest health scale with the [[war queen]], but they couple this with a [[body size]] of 1, making them up to 50% less likely to be hit by ranged attacks than those mechs. In addition, all summoned apocritons come with a [[heavy shield unit]]. Unlike the war queen, the apocriton prefers long range combat, and will jump out of melee range. With a range of 44.9 tiles, the apocriton's toxic needle gun outranges all weapons except the [[needle gun]], the [[sniper rifle]], and the [[uranium slug turret]]. | ||
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Using melee to engage apocritons is difficult, as the apocriton will simply jump away if enemies get too close. Using the [[skip]] psycast, a [[jump pack]], or longjump legs to close the distance can be effective to catch the apocriton. Apocritons are extremely poor melee adversaries, with attacks that deal very low damage. However, their high health and strong armor gives them a significant advantage in being able to simply outlast their opponent. You can take advantage of the apocriton's willingness to jump - if it's jumping, it isn't shooting or reviving. | Using melee to engage apocritons is difficult, as the apocriton will simply jump away if enemies get too close. Using the [[skip]] psycast, a [[jump pack]], or longjump legs to close the distance can be effective to catch the apocriton. Apocritons are extremely poor melee adversaries, with attacks that deal very low damage. However, their high health and strong armor gives them a significant advantage in being able to simply outlast their opponent. You can take advantage of the apocriton's willingness to jump - if it's jumping, it isn't shooting or reviving. | ||
− | + | When killed, apocritons release a large area-of-effect stun with a range of approximately 25-30 tiles. Colonists will be unaffected, however all turrets and mechanoids - player or enemy - will be stunned. This effect is less useful if the player relies on mechanoids or turrets for defense. | |
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− | When killed, apocritons release a large area-of-effect stun with a range of approximately 25-30 tiles. Colonists will be unaffected, however all mechanoids - player or enemy - will be stunned | ||
== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
== Trivia == | == Trivia == | ||
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== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
− | * [[Version/1.4.3531|1.4.3531]] - EMP resistance increased from 40% to 80% | + | * [[Version/1.4.3531|1.4.3531]] - EMP resistance increased from 40% to 80% |
− | + | * [[Version/1.4.3555|1.4.3555]] - Significant combat overhaul. [[Toxic needle gun]] damage increased from 15 to 25. Sharp armor 40% -> 75%, Blunt armor 20% -> 40%. Health 3.3 -> 5.2. Apocritons can now cast resurrect without line of sight. Became immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Fix: Apocriton appears in mech clusters. | |
− | * [[Version/1.4.3555|1.4.3555]] - | ||
{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} |